texture Texture;

sampler Sampler = sampler_state
{
    Texture = (Texture);
    
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = Point;
    
    AddressU = Wrap;
    AddressV = Wrap;
};

struct VertexShaderInput
{
    float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;

    // TODO: add input channels such as texture
    // coordinates and vertex colors here.
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;

    // TODO: add vertex shader outputs such as colors and texture
    // coordinates here. These values will automatically be interpolated
    // over the triangle, and provided as input to your pixel shader.
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

    output.Position = input.Position;
    output.Texcoord = input.Texcoord;

    // TODO: add your vertex shader code here.

    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    // TODO: add your pixel shader code here.

    return tex2D(Sampler, input.Texcoord);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
